System and apparatus for a controlled toy to interact with a computer game

ABSTRACT

A system for a controlled toy to interact with a computer game includes a toy including an unique identity and configurable for controlled movement within a predefined space including at least one predefined location. A controller controls movements the toy. A database stores the unique identity and a registration of the toy with a player of the computer game. A computing device executes the computer game, wherein the computing device controls parameters within the predefined space, instructs the controller to move the toy and records at least one event of the toy moving in the predefined space. At least one sensor detects the unique identity, wherein an arrival of the toy at the at least one predefined location in the predefined space enables the at least one sensor to detect the unique identity and communicate the unique identity and the arrival to the computing device for recording as an event.

CROSS-REFERENCE TO RELATED APPLICATIONS

The present Utility patent application claims priority benefit of the U.S. provisional application for patent Ser. No. 61/055,111 filed on 21 May 2008 under 35 U.S.C. 119(e). The contents of this related provisional application are incorporated herein by reference for all purposes.

FEDERALLY SPONSORED RESEARCH OR DEVELOPMENT

Not applicable.

REFERENCE TO SEQUENCE LISTING, A TABLE, OR A COMPUTER LISTING APPENDIX

Not applicable.

COPYRIGHT NOTICE

A portion of the disclosure of this patent document contains material that is subject to copyright protection. The copyright owner has no objection to the facsimile reproduction by anyone of the patent document or patent disclosure as it appears in the Patent and Trademark Office, patent file or records, but otherwise reserves all copyright rights whatsoever.

FIELD OF THE INVENTION

The present invention relates generally to the field of interactive entertainment attractions. More particularly, but not by way of limitation, the invention relates to games involving robotic or radio controlled devices in competition through a networked computer system.

BACKGROUND OF THE INVENTION

Robotic and radio controlled toys and hobby kits have become popular for providing an entertaining experience to users of all ages. A robotic toy can be programmed to perform simple tasks and interact with its environment. Simple tasks may include, without limitation, a driving or walking motion and lifting or grabbing small items, interaction with the environment may include, without limitation, following a line on the ground or moving towards or away from specific location. Radio controlled toys may appear the same as robotic toys; however, radio controlled toys are controlled by the user and require the user to interact with the environment and make control decisions. The entertaining experience provided by these devices is usually limited to an individual user controlling and observing a single toy.

A small number of robotic and radio controlled toys enable multiple users to play together. To enable multiple users to play at the same time, a more sophisticated control system is required as compared to the single user devices. With multiple user capability, competitive games can be developed. Most of the games are developed by groups of users on an ad hoc basis. Simple games include races and/or obstacle courses. More complex games can include soccer and robot fights. Typically these games have no method for scoring or are subjectively scored at best.

Organized groups have developed more complex games using robotic and radio controlled toys. One such game is team soccer where robotic or radio controlled toys play with a ball and score points by putting the ball into a goal. Another game is Sumo wrestling where robotic or radio controlled toys struggle to push one another outside of a defined ring. Another is called Bridge Battle, where teams of robots compete to collect balls and place them in an elevated bridge. The winner is the team that has the most balls on the bridge after a specified time period has expired. Still another game is a robot battle where the robots fight with each other and score points based on the number of hits or amount of damage done to a competitor's robot. Each of these games requires a human referee or score keeper to control the game.

The presently available games have limited scoring options, are slow paced and require significant group organization and expense to play. Some of the robots involved in these competitions can cost several hundreds or thousands of dollars and require several days or weeks of assembly and programming work. The true robotic competitions have been limited in participation to sophisticated users with strong engineering skills such as high school teams and science clubs.

In contrast, video and computer games offer a rich entertainment experience at low expense and low commitment of the player. A wide range of fantasy games, scoring and play options can be provided on a single game console. Players usually can start a game and begin to enjoy playing immediately. Most games are played individually so little or no planning or organization is required. The features that make video and computer games attractive also result in the following drawbacks, lack of mental and physical activity, limited or no social interaction and detachment from reality. Internet based games and game related forums provide some social interaction and networking; however, these games and forums are still detached from reality and offer little mental or physical activity.

In view of the foregoing, there is a need for improved techniques for providing multiple player interactive entertainment attractions that combine the richness and wide reach of an online computer or video game with physical robotic or radio controlled toys that provide an educational and social aspect to the gaming experience, provide a scoring method and require little expertise, expense or planning to play.

BRIEF DESCRIPTION OF THE DRAWINGS

The present invention is illustrated by way of example, and not by way of limitation, in the figures of the accompanying drawings and in which like reference numerals refer to similar elements and in which:

FIG. 1 illustrates an exemplary system for providing means for robotic or radio controlled toys to interact with an electronic game, both locally and via a computer network, in accordance with an embodiment of the present invention;

FIG. 2 illustrates an exemplary robotic toy showing exemplary labels for identification, in accordance with an embodiment of the present invention;

FIG. 3 is a top view of an exemplary competition arena, in accordance with an embodiment of the present invention; and

FIG. 4 illustrates a typical computer system that, when appropriately configured or designed, can serve as a computer system in which the invention may be embodied.

Unless otherwise indicated illustrations in the figures are not necessarily drawn to scale.

SUMMARY OF THE INVENTION

To achieve the forgoing and other objects and in accordance with the purpose of the invention, a system and apparatus for a controlled toy to interact with a computer game are presented.

In one embodiment a system for a controlled toy to interact with a computer game is presented. The system includes first means including an unique identity for controlled moving within a first predefined space including at least one predefined location, first means for controlling movements of the first moving means, first means for storing the unique identity and a registration of the first moving means with a first player of the computer game, first means for executing the computer game and recording events of the first moving means and first means for detecting the unique identity, wherein an arrival of the first moving means at the predefined location enables the first detecting means to communicate the unique identity and the arrival to the first executing means for recording as an event. Another embodiment further includes means for detecting the unique identity of the first moving means for enabling the first executing means to verify the registration of the first moving means. Yet another embodiment further includes means for connecting the first executing means to a network and means for serving the computer game, storing the unique identity and the registration, and maintaining the first storing means. Still another embodiment further includes means for scanning a moving means to obtain an unique identity and means for enabling a user to register the unique identity with a player. Another embodiment further includes second means including an unique identity for controlled moving within a second predefined space including at least one predefined location, second means for controlling movements of the second moving means, second means for storing the unique identity and a registration of the second moving means with a second player of the computer game, second means for executing the computer game and recording events of the second moving means, second means for detecting the unique identity, wherein an arrival of the second moving means at the predefined location enables the second detecting means to communicate the unique identity and the arrival to the second executing means for recording as an event and means for connecting the second executing means to the network, wherein the first executing means and the second executing means are enabled to substantially execute the computer game simultaneously and the first player and the second player are enabled to compete against each other.

In another embodiment a system for a controlled toy to interact with a computer game is presented. The system includes a first toy including an unique identity and configurable for controlled movement within a first predefined space including at least one predefined location. A first controller controls movements the first toy. A first database stores the unique identity and a registration of the first toy with a first player of the computer game. A first computing device executes the computer game, wherein the first computing device controls parameters within the first predefined space, instructs the first controller to move the first toy and records at least one event of the first toy moving in the first predefined space. At least one first sensor detects the unique identity, wherein an arrival of the first toy at the at least one predefined location in the first predefined space enables the at least one first sensor to detect the unique identity and communicate the unique identity and the arrival to the first computing device for recording as an event. Another embodiment further includes a first entrance scanner for detecting the unique identity of the first toy for enabling the first computing device to verify the registration of the first toy. Yet another embodiment further includes a first connection between the first computing device and a network configurable for supporting a plurality of computing devices, and a remote server connected to the network for serving the computer game to at least the first computing device and for storing at least the unique identity and the registration in a main database, wherein the remote server communicates with the first computing device for maintaining the first database and the main database. Still another embodiment further includes a registration scanner for scanning a toy to obtain an unique identity, and a registration terminal for enabling a user to register the unique identity with a player wishing to play the computer game, wherein registration information is communicated to the remote server. Another embodiment further includes a second toy including an unique identity and configurable for controlled movement within a second predefined space including at least one predefined location. A second controller controls movements the second toy. A second database stores the unique identity and a registration of the second toy with a second player of the computer game. A second computing device executes the computer game, wherein the second computing device controls parameters within the second predefined space, instructs the second controller to move the second toy and records at least one event of the second toy moving in the second predefined space. At least one second sensor detects the unique identity, wherein an arrival of the second toy at the at least one predefined location in the second predefined space enables the at least one second sensor to detect the unique identity and communicate the unique identity and the arrival to the second computing device for recording as an event. A second connection between the second computing device and the network enables the remote server to serve the computer game to the second computing device and maintain the second database and the main database, wherein the first computing device and the second computing device are enabled to substantially execute the computer game simultaneously and the first player and the second player are enabled to compete against each other. In another embodiment the first controller or the second controller is a robotic controller. In yet another embodiment the first controller or the second controller is a remote controller. In still another embodiment the unique identity includes an electronically readable code.

In another embodiment an apparatus for a controlled interaction with a computer game being executed on a computer device is presented. The apparatus includes a motorized base for movement about a predefined space. A unique identity is joined to the motorized base for identifying the apparatus and a game player to the computer device for enabling the computer device to verify a registration of the apparatus. A control module controls movement of the apparatus in the predefined space. An upper portion is joined to the motorized base for visually distinguishing the apparatus. In another embodiment the control module includes autonomous robotic control routines. In yet another embodiment the control module includes a receiver for wireless radio frequency control of the apparatus. In still another embodiment the control module includes an optical receiver for wireless optical control of the apparatus. In another embodiment the control module includes a communication protocol for communicating with the computer device. Yet another embodiment further includes at least one camera for transmitting images during the computer game. In still another embodiment the unique identity is an electronically readable code.

Other features, advantages, and object of the present invention will become more apparent and be more readily understood from the following detailed description, which should be read in conjunction with the accompanying drawings.

DETAILED DESCRIPTION OF THE PREFERRED EMBODIMENTS

The present invention is best understood by reference to the detailed figures and description set forth herein.

Embodiments of the invention are discussed below with reference to the Figures. However, those skilled in the art will readily appreciate that the detailed description given herein with respect to these figures is for explanatory purposes as the invention extends beyond these limited embodiments. For example, it should be appreciated that those skilled in the art will, in light of the teachings of the present invention, recognize a multiplicity of alternate and suitable approaches, depending upon the needs of the particular application, to implement the functionality of any given detail described herein, beyond the particular implementation choices in the following embodiments described and shown. That is, there are numerous modifications and variations of the invention that are too numerous to be listed but that all fit within the scope of the invention. Also, singular words should be read as plural and vice versa and masculine as feminine and vice versa, where appropriate, and alternative embodiments do not necessarily imply that the two are mutually exclusive.

It is to be further understood that the present invention is not limited to the particular methodology, compounds, materials, manufacturing techniques, uses, and applications, described herein, as these may vary. It is also to be understood that the terminology used herein is used for the purpose of describing particular embodiments only, and is not intended to limit the scope of the present invention. It must be noted that as used herein and in the appended claims, the singular forms “a,” “an,” and “the” include the plural reference unless the context clearly dictates otherwise. Thus, for example, a reference to “an element” is a reference to one or more elements and includes equivalents thereof known to those skilled in the art. Similarly, for another example, a reference to “a step” or “a means” is a reference to one or more steps or means and may include sub-steps and subservient means. All conjunctions used are to be understood in the most inclusive sense possible. Thus, the word “or” should be understood as having the definition of a logical “or” rather than that of a logical “exclusive or” unless the context clearly necessitates otherwise. Structures described herein are to be understood also to refer to functional equivalents of such structures. Language that may be construed to express approximation should be so understood unless the context clearly dictates otherwise.

The present invention will now be described in detail with reference to embodiments thereof as illustrated in the accompanying drawings.

It is desirable to provide the rich entertainment experience of a video or online game while retaining the educational and social interaction aspects of robotic toys and kit building. A preferred embodiment of the present invention provides an entertainment attraction where robotic or remotely controlled toys interact with and control an electronic or computer game locally or through a computer network, for example, without limitation, the internet or a local area network (LAN), essentially bringing the video and online gaming experience into real life. Preferred embodiments combine a unique identity for a robotic or radio controlled toy with electronic scorekeeping and game control to provide a battle game for robotic and radio controlled toys. A furtherance of preferred embodiments connects the game to an online game and user community providing real-time competition and tracking of results that is time and location independent.

In accordance with the foregoing, a preferred embodiment of the present invention presents a system at least comprising a means of providing a unique identity to a robotic or radio controlled toy, a means for reading this identity, a computer with a software application and local database for scoring and controlling the game, an arena for implementing the game, a display for communicating information to players of the game, a main database that tracks user information and a networked online application or interface connecting multiple users and locations. A general embodiment of the present invention at least comprises a means of providing a unique identifier label and database entry applied to a robotic or remote controlled toy enabling the toy to interact with a computer database and game through a plurality of electronic readers.

FIG. 1 illustrates an exemplary system for providing means for robotic or radio controlled toys to interact with an electronic game, both locally and via a computer network, in accordance with an embodiment of the present invention. The present embodiment comprises a robotic or remotely controlled toy 100 with a unique identity that can be electronically read by a scanner 102. The data read by scanner 102 is input to a computer 104 at least comprising a central processing unit (CPU), a local game application, a local database and means for connecting to a network. Based on the data read by scanner 102, the local game application on computer 104 knows which player's toy is in the location of scanner 102 and the local game application can take actions based on this input just as if a mouse were moved and clicked in an ordinary computer game. Computer 104 displays information produced by the local game application on a display 106. The displayed information may include, without limitation, pictures or representative icons 108 of players that are participating in the game, point scores 110 of the players, and game control information or instructions 112. Information on display 106 may also be used to operate an optically controlled relay circuit 114 to operate game features such as, but not limited to, lights 116. Computer 104 may also directly control other peripheral devices 118 including, but not limited to, lights 120, camera 121, speakers 122, projector 123, timer 124, and motion detector 125. The local game application may also include additional cameras interfaced to computer 104. These cameras may be fixed or mounted to the players' robotic toys, as shown, for example, as camera 230 in FIG. 2. Camera 121 and/or one or more cameras 230 may provide video for example, but not limited to, to display 106, one or more video displays in near the arena, not shown, or one or more remote user displays 156. Projector 123 may be positioned near the arena for projecting images on or about the gaming area. These images may include, but not limited to, computer generated graphics associated with the game being played, background scenery, virtual images of toys being controlled at a remote location, game playing instructions, etc. In alternate embodiments a plurality of projectors may be employed. In a non-limiting example, for instance, one projector can be used to project a moving or still background image while one or more projectors project virtual toys or moving or still obstacles or targets. In another embodiment, a 3-dimensional projector may be used to project 3-D images on or about the gaming area. Those skilled in the art, in light of the present teachings, will readily recognize that many other projected displays may be imagined to increase the interests and complexity of the game, for example, without limitation, entertaining graphics, computer generated obstacles the players need to avoid, computer generated opponents, computer generated messages, such as, but not limited to congratulating a winner, etc. In other alternate embodiments, camera 121 and projector 123 may not be included. Motion detector 125 detects motion of the toys in the arena. Computer 104 can use this detection to determine if the game is proceeding. In an non-limiting example, a lack of motion may indicate control problem with the toy, a crash of the toys preventing movement, etc. Computer 104 can then take an appropriate action, such as, but not limited to, stopping game play, pausing the game, etc. Other alternate embodiments may not include a motion detector. A keyboard 126 and a mouse 128 are included as supplemental input devices for computer 104. Several additional scanners 130, 132, 134 may be included at different locations to provide additional elements to the game play based on reading a toy's identity at these locations. The scanners are stand alone modules connected to computer 104 by wired or wireless devices. In preferred embodiments the scanner modules may be easily be positioned at any desired location in the arena. This provides for a modular and reconfigurable game. In other alternate embodiments, the scanners may be in fixed locations and integral with the arena. Those skilled in the art, in light of the present teachings, will readily recognize that alternate embodiments may comprise various different numbers of scanners in various different locations. Transceiver 135 operates to provide communication between computer 104, one or more wireless scanners and toys enabled for computer communications. Transceiver 135 may use any communication standard suitable for use in a limited area. In a non-limiting example, transceiver may use an Internet Protocol (IP) and the communicating devices each have a unique IP address either pre-assigned or dynamically assigned by computer 104. In one embodiment of the present invention, a toy configured for communicating with computer 140 may be controlled by a remote user via internet 136 or LAN 138. In another embodiment, a toy configured for communicating with computer 140 may be controlled by computer 104 to reproduce toy movements of a toy being controlled at a remote location. In another embodiment, a toy configured for communicating with computer 140 may be controlled by computer 104 to reproduce a set of preprogrammed movements. In another embodiment, toys are configured for communicating with computer 140, game players use controllers communicating with computer 104 and the toys are controlled by computer 104 in response to controls from the game players. In another embodiment, a toy or a scanner configured for communicating with computer 140 may communicate with computer 104 to indicate, for example, but not limited to, status or a device failure. During typical game play the local game application utilizes the local database residing on computer 104 to store the scores and playing times for each player in the game and any other information required to play and control the game such as, but not limited to, control rules to make several unique game sets, point levels for specific actions, control actions for specific point levels. After game play, or at any other predefined time, computer 104 transmits information to remote server 140 to update the main database such that remote users may access current scores, etc.

The foregoing has described a computer game where the player input is provided by driving robotic or remotely controlled toys over scanners 102, 130, 132, and 134 that read an identity label on the toy, for example, without limitation, remotely controlled toy 100. The game can be played by several players simultaneously in the same physical game arena. An expansion of the game is made by networking computer 104 over the internet 136 or a local area network (LAN) 138 enabling multiple game computers to be connected over the network to play simultaneously. In another embodiment of the present invention, the game may be linked to a virtual online game. Users of the virtual online game, for example, but not limited to, would be able to view one or more game arenas with video feed from one or more cameras 121, interact with game players, control a physical toy, either virtual or real, at a game arena, etc. In another embodiment, the game play at one or more arenas are part of a larger virtual game in which the user engages in other activities or games along with game play at an arena. Those skilled in the art, in light of the present teachings, will readily recognize that alternate embodiments may comprise virtual games with a variety of game playing and or role playing along with a variety of ways to interact with a live game at an arena. Alternate embodiments may also be implemented, for example, but not limited to, as a local game only, as a local game connected only to the internet, as a local game connected only to a LAN or as a game connected to the internet and a LAN.

In the present embodiment, an internet connection enables the competitions to be independent of time and physical location. A remote server 140 hosts a game application and a main database that comprises the unique identity and personal information for every player that has played the game or has registered to play the game and enables multiple users in multiple locations to access the game application and main database information. In some embodiments comprising a virtual online game, remote server 140 serves the virtual online game to remote users.

Registration on the main database as illustrated by way of example in FIG. 1 occurs when the identity label of a toy to be registered 142 is read by a scanner 144 into a registration terminal 146. In preferred embodiments of the present invention, each player registers, or has been registered with an unique user ID such as, but not limited to a user name and a password. The scanned identity of the toy is then associated with the unique user ID of the player. This allows the player to choose the toy the player wishes to use for the next game or session of games. This toy could be, for example, but not limited to, the player's own personal toy, a borrowed toy or a rented toy. In alternative embodiments of the present invention, the player may not need to scan the toy if the player has previously registered the toy. In these embodiments the player may be presented a list of previously registered toys to choose from. The player could then choose from the list the toy that will be used for the next game or session of games. Registration terminal 146 has a display 148 to communicate with the user and a keyboard 150 and a mouse 152 for the user to input the registration information. Once registered on the main database, the player's scoring information can be monitored, updated and processed as needed. For example, without limitation, the total points scored during each week may be accumulated for each player and the player with the most points for the week wins and is presented with an award or prize. Another non-limiting example may be that players attain different status levels based on factors such as, but not limited to, the number of minutes of game time, the total number of points accumulated, the total number of wins, etc. Those skilled in the art, in light of the present teachings, will readily recognize that many other manipulations of a player's game data may be imagined to increase the interests and complexity of the game, for example, without limitation, there may be daily winners, high score lists, team scoring, etc.

In the present embodiment, a remote user 154 is connected through the internet 136 or LAN 138. There may be different activities for remote user 154 to perform. For example, without limitation, remote user 154 may be a browser checking the main database for their scores and other game information, remote user 154 may be a monitor observing the game data from a physical location displayed on a display 156. Furthermore remote user 154 may be viewing a game being played at one or more arenas, or remotely controlling a toy. Additionally remote user may be actively engaged in a virtual online game involving a game being played at one or more arenas. Remote user 154 typically communicates with remote server 140 through a home computer, or a computer at a public place, comprising a keyboard 158 and a mouse 160 for input. However, in alternate embodiments remote users may use various other means for connecting to remote server 140 such as, but not limited to, game consoles, handheld computing devices, etc. Remote user 154 may use other peripheral devices as well such as, but not limited to, lights, speakers, etc. The present embodiment illustrates one remote user connected to the system, however, those skilled in the art, in light of the present teachings, will readily recognize that various numbers of remote users may be connected to the system depending on the capabilities of the system, including, without limitation, very large numbers of remote users.

In the present embodiment, the game can be expanded across many locations by networking computer 104 with the computers of several other game arenas and remote users through the internet 136 or LAN 138. With the use of networking, players in one physical location can compete in real time against players in another physical location. In this case the game application residing on remote host server 140 is used with several locations inputting and having their games controlled such that several locations are truly playing the same game simultaneously, rather than each location using their individual local game applications. Information can be added to display 106 and displays in remote locations to enable players to see what players in other locations are doing. Video feeds from cameras 121 can also be sent to displays in remote locations to enable players to see the game being played in other locations. Connecting the scoring and game control via a network enables players to compete for the same scoring objects independent of physical location. Furthermore, a large amount of planning is not required to play a game as the players do not have to be in the same physical location. In embodiments where remote players are remotely controlling a toy, some assistance may be required to place the toy, that the remote user is to control, in position to enter the game. In embodiments where remote players are remotely controlling a virtual toy, assistance would generally not be required.

In preferred embodiments of the present invention, toys are provided with a unique identity using a barcode or radio frequency identification (RFID) label that is registered in a database and associated with a user selected username and password or personal identification number (PIN). In preferred embodiments, the label is read by an optical scanner or radio frequency (RF) reader then a computer program compares the identification information and user entered username and password or PIN with the information previously entered into the database to determine the unique identity of the user's toy for a game to be played. If the user is valid, permission is granted to enter the game. In embodiments where a remote user wishes to control a toy, the user may be enabled to select an available toy that is not associated with another user. The selected toy is then associated with the remote user for the game. In embodiments where a remote user wishes to control a virtual toy, the user may be allowed to select a registered virtual toy having a unique identity. In embodiments where the toy is capable of computer communication, a computer used for registration may query the toy for its unique identity.

FIG. 2 illustrates an exemplary robotic toy 200 showing exemplary labels for identification, in accordance with an embodiment of the present invention. Toy 200 is used to play the game, is motorized and moves under radio control or is preprogrammed with autonomous robotic control routines. The toys according to various embodiments of the present invention may be specifically designed and built for the game or may be standard items that are compatible with game play. What makes a toy compatible to play the game is the addition of a unique identity to the toy. In the present embodiment, the unique identity is implemented by affixing a permanent or semi-permanent label on the toy. Referring to FIG. 2, it is preferable to place the label on the bottom surface of a motor base 202 of toy 200. The label may be an optically readable label such as, but not limited to a barcode 204 or a label that is readable by an RF reader such as, but not limited to, an RFID tag 206. In embodiments where the toy is enabled with computer communication, the unique identity can be internally encoded for transmission to a computer. Those skilled in the art, in light of the present teachings, will readily recognize that various different types of labels that contain electronically readable information may be used in alternate embodiments such as, but not limited to, magnetic stripes, reconfigurable labels such as barcodes produced on LCD displays or active programmable RFID tags., and labels may be placed in various different locations on the toys. Toy 200 takes on a unique identity when it is registered into a database using the label and a user selected username and password or PIN.

Registration of toy 200 is similar to registration of other products. The user enters the information from the label as a code number, or this code number may be read electronically. The user then enters some personal information such as, but not limited to, name, age, gender, and contact information, creates a username and password or PIN and possibly pays a fee to enable game play or special times of play. The registration can be done in various locations for example, without limitation, online through an internet connection or at a terminal kiosk in a retail location where the game is played. Upon completing the registration, toy 200 has a unique identity that is related to a username in an online database. The online database is the main database that includes data on all registered toys and users, for example, without limitation, the main database in remote server 140 shown by way of example in FIG. 1. The data may include but is not limited to a username, password, label identity code, the user's personal information such as, but not limited to, address, birth date, e-mail, telephone number etc., gaming history, score levels and game credit information relating to payments made for playtime.

Since the identifying label is on motor base 202 or electronically encoded therein, in the present embodiment, toy 200 may have interchangeable decorative covers 208 and 210 to change the look of toy 200. Decorative covers 208 or 210 can be used on the same motor base 202, giving the user more creative options when choosing their toy. The present embodiment shows two decorative covers 208 and 210; however, alternate embodiments may comprise more decorative covers. Other alternate embodiments may comprise no decorative covers or a single non-interchangeable cover. The different decorative covers may also have specific actions and motorized features, such as, but not limited to, movable arms, hammers, weapons, etc. In some embodiments, the motor base 203 may include one or more cameras 230. Cameras 230 can enable still or moving images, for example, but not limited to, to be displayed at a local arena, transmitted to another arena for viewing, transmitted to a remote user controlling the toy or used in conjunction with a virtual game. Camera 230 is preferably mounted on the front, back or both the front and back of motor base 202. The remote control circuit can also be separate from motor base 202 to allow for different types of controls to be selected for different preferences or as upgrades to a basic toy. The choices of controls may include, without limitation, a radio control module 214 that is controlled by a radio frequency transmitter or an optical control module 216 that is controlled by an optical or infrared signal. Modules 214 and 216 may also be enabled to communicate with a computer and electronically contain the unique identity of the toy. In some embodiments modules 214 and 216 may be reprogrammable to change the unique identity of the toy. This may be useful for gamers that wish to build or modify their toys. Available unique identifiers would be supplied by the main database on the remote server. A third option is a programmable computer control 218 that results in an autonomous robot toy. Each of the three control modules are connected to the motor base 202 by means of a common electrical connector 220. Those skilled in the art, in light of the present teachings, may envision other control circuits and options that may be used with this toy such as, but not limited to, audio control such as voice commands, and wired remote control. Providing basic toys for use with some embodiments of the present invention that may be upgraded enables users to begin playing games with little expertise or expense. Furthermore, games may be organized into expertise levels such as, but not limited to, beginner, intermediate and expert so that beginning users do not get frustrated and experienced users do not get bored.

In preferred embodiments, the game is implemented in an arena that has a size scaled to match the toys that are being used. Within the arena are a plurality of optical or RF readers that can read the unique identity of each user's toy and grant points or penalties based on location, timing or other game features. Upon exiting the game the unique identity of each toy is read for a final time and the computer program updates the user's information on a tracking database, for example, without limitation, the computer program records new scores or other information that changed during the play of the game. The tracking database in preferred embodiments is also used by an online application or interface to provide a user community with visibility of competition results and standings, for example, without limitation, remote server 140 shown by way of example in FIG. 1. Through this online interface multiple users can enter competitions or form teams that are location independent. In some embodiments, the online interface may also include a virtual game that can be played as a supplement to the physical game.

FIG. 3 is a top view of an exemplary competition arena 300, in accordance with an embodiment of the present invention. In the present embodiment, competition arena 300 comprises an entrance ramp 302 with an entrance scanner 304, a playing surface 306 with a plurality of scanners 308, and an exit scanner 310. The game functions are controlled and players' scores are monitored by a control computer 104. The size of competition arena 300 is scaled to the size of the toys that are used in playing the game. In one example the toys are 10 to 12 inches tall and the arena has a 12 by 16 foot playing surface; however, the sizes of the toys and the competition area may vary in other embodiments. Exact dimensions are not critical, the desire is to provide a play area that is vast compared to the size of the toy, large compared to what a user would have available at home yet small enough to be located in a typical playing location, such as, but not limited to, a retail toy store, an arcade, etc.

In typical non-limiting example of game play according to the present embodiment, a toy 312 with a unique identity is placed on entrance ramp 302. For locally controlled toys, movement of toy 312 is controlled by a remote controller 314 at one of a multiplicity of remote controller stations 315 either directly or through computer 104, where the toys are enabled for computer communication. In embodiments where one or more virtual toys are being controlled, projector 323 projects an image representing the virtual toy. This image would be viewable to the players in the game. The user drives toy 312 over entrance scanner 304 where the label or electronic identity of toy 312 is read electronically. The data read is then compared to a database of all users to determine if the data is valid. For added security, the user may be required to enter a username and password or PIN at a game console 316 to verify that the toy is currently assigned to the user prior to playing. When it is determined that toy 312 has a valid identity currently assigned to the user, and is allowed entry to the game, the computer sends a signal to open an entrance gate 318 and close a scanner access gate 320. In embodiments with virtual toys, the identity of the virtual toy has been previously validated when the virtual toy is assigned to the user. Entrance gate 318 stays open for a predetermined amount of time to enable the user to drive toy 312 onto playing surface 306. Next, entrance gate 318 closes and scanner access gate 320 opens to enable a new player to enter the scanning area. Upon confirming a valid entry, the computer displays the user's name and game information on a scoreboard display 322. In the present embodiment, the entry process may be completed by additional users at any time during the game. However, in alternate embodiments users may only be able to enter the game at the beginning of the game depending on factors such as, but not limited to, the game rules, the configuration of the game arena, etc.

In some embodiments of the present invention, a camera 321 is positioned with a view of the competition arena 300. In preferred embodiments camera 321 is capable of capturing motion video of the competition arena 300, toys in play, toys entering the game and toys exiting the game. Images of the arena can be displayed locally, transmitted over a network to a remote user or another arena. In other alternate embodiments camera 321 may only capture still images. In an alternate embodiment, computer 104 may capture an image of the toy at the entrance gate 318 and associate that image with the unique identity of the toy. Computer 104 may, for example, but not limited to, use object recognition software to track movements of the toy throughout the competition arena 300.

During a game according to the present embodiment, players are signaled by scoreboard display 322 and other game indicators such as, but not limited to, flashing lights 324, alarms, verbal announcements, etc. Projector 323 can also provide signals to the players along with images displayed in the arena. The signals direct players to scoring locations at scanners 308 where points can be scored by driving the labels of their toys over scanners 308, for example, without limitation, lights 324 next to a particular scanner 308 flash or a projection from projector 323 to indicate that this scanner 308 is a scoring location. Other signals that indicate scoring locations may be, without limitation, an announcement to go to the leftmost scanner, or an alarm that is predetermined to instruct the users to go to the center scanner. In some embodiments, computer 104 may instruct projector 323 to project an image of a barrier that the user must drive around. A user drives his toy to the indicated scoring location where the label or electronic identity of the toy is read electronically by the scanner 308. In some embodiments, computer 104 may use object recognition in video from camera 321 to verify the location of the toy. If the user is the first to reach the location, points are added to the user's score and updated on scoreboard display 322. After the first user at a particular location is read, the game randomly selects another scoring location and the signals are used to redirect players to this location repeating the process. The game becomes one of a battle to be the first to grab points available at a specified location. This challenge results in a fast-paced competition and a game of skill. To maintain the fast pace, the computer automatically records the scores and the actions of the users in a local database and displays the scores and rankings of the players during the game on scoreboard display 322. The local database is a subset of the main database. The local database comprises the information required to play the game and information for the users with active toys 326 in the game. This data may include but is not limited to the username, total points scored, elapsed time of play, and an image of the toy or other representative icon for display on scoreboard display 322.

The game ends for example, but not limited to, when an individual user's toy falls or is pushed onto a hazard area 328 defined by a graphic painted on playing surface 306, or can no longer move. Hazard area 328 is at the edge of playing surface 306 and comprises a slope that, once a toy descends it, the toy cannot re-enter the game. In alternate embodiments the hazard area may be configured differently. For example, without limitation, in one embodiment the hazard area may be a painted area on the playing surface with no ramp, and in another embodiment the hazard area may be a trench into which the toys may fall. Hazard area 328 adds an element to the game where players attempt to push other toys out of playing surface 306 using their toy. In the present embodiment, after falling into hazard area 328 an ejected toy 329 must exit the game by passing over exit scanner 310. Once again the identity label of ejected toy 329 is read electronically and connected with the main database of users. The new points and elapsed competition time as well as other game information are updated on the main database.

In the present embodiment, the overall game time is controlled by a resetting timer 330. The game is meant to be played continuously with new players entering each time another player exits. Timer 330 is used to prevent the case where only a single player remains in the game and no new players enter; in this case, the last player to enter has a playtime that is pre-determined by the setting of timer 330. In the present embodiment, resetting timer 330 can be used as follows: first timer 330 is programmed with a maximum value, for example, without limitation, 2 minutes. Each time a new player enters the game resetting timer 330 is reset to the maximum value and begins to run down time. If no new player enters the game before timer 330 runs out, the game ends and all players are required to exit at exit scanner 310. Exit scanner 310 reads the toys' identity labels and updates the main database. In another exemplary use of resetting timer 330, the timer does not begin running down until there is only one toy left in the game. In this example game play is not timed as long as at least two players are in the game. However, once there is only one player left in the game, timer 330 begins to run down giving other players a chance to enter the game before the game ends. In an alternate embodiment a timer may not be used. In this embodiment the game does not end until there is only one toy remaining in the game or the users agree to end the game. In another embodiment, motion detector 325 detects motion of the toys in the arena. Computer 104 can use this detection to determine if the game is proceeding. In an non-limiting example, a lack of motion may indicate control problem with the toy, a crash of the toys preventing movement, etc. Computer 104 may then take an appropriate action, such as, but not limited to, stopping game play, pausing the game, etc

In alternate embodiments arenas may be implemented in order to present different types of game play. For example, without limitation, in one alternate embodiment the arena may comprise an obstacle course with scanners placed along the course to track the progress of the users. In another alternate embodiment, the arena may be a racetrack with scanners placed along the track to monitor the users' times along the track. In some racetrack embodiments the areas of the arena outside of the track may be designated as hazard areas, and any toys that go off of the track into these hazard areas may be ejected from the race or incur a time penalty. In a further alternate embodiment there may be multiple playing areas accessible through ramps and gates that open only to users that have scored a specified level of points. In these multiple playing areas hazards may return players to other game areas. In yet another alternate embodiment, the arena may comprise scanners under water enabling robotic or radio controlled boats to be used. In these embodiments, the objects in the arena may be physical objects or projected images from projector 323.

FIG. 4 illustrates a typical computer system that, when appropriately configured or designed, can serve as a computer system in which the invention may be embodied. The computer system 400 includes any number of processors 402 (also referred to as central processing units, or CPUs) that are coupled to storage devices including primary storage 406 (typically a random access memory, or RAM), primary storage 404 (typically a read only memory, or ROM). CPU 402 may be of various types including microcontrollers (e.g., with embedded RAM/ROM) and microprocessors such as programmable devices (e.g., RISC or SISC based, or CPLDs and FPGAs) and unprogrammable devices such as gate array ASICs or general purpose microprocessors. As is well known in the art, primary storage 404 acts to transfer data and instructions uni-directionally to the CPU and primary storage 406 is used typically to transfer data and instructions in a bi-directional manner. Both of these primary storage devices may include any suitable computer-readable media such as those described above. A mass storage device 408 may also be coupled bi-directionally to CPU 402 and provides additional data storage capacity and may include any of the computer-readable media described above. Mass storage device 408 may be used to store programs, data and the like and is typically a secondary storage medium such as a hard disk. It will be appreciated that the information retained within the mass storage device 408, may, in appropriate cases, be incorporated in standard fashion as part of primary storage 406 as virtual memory. A specific mass storage device such as a CD-ROM 414 may also pass data uni-directionally to the CPU.

CPU 402 may also be coupled to an interface 410 that connects to one or more input/output devices such as such as video monitors, track balls, mice, keyboards, microphones, touch-sensitive displays, transducer card readers, magnetic or paper tape readers, tablets, styluses, voice or handwriting recognizers, or other well-known input devices such as, of course, other computers. Finally, CPU 402 optionally may be coupled to an external device such as a database or a computer or telecommunications or internet network using an external connection as shown generally at 412, which may be implemented as a hardwired or wireless communications link using suitable conventional technologies. With such a connection, it is contemplated that the CPU might receive information from the network, or might output information to the network in the course of performing the method steps described in the teachings of the present invention. Those skilled in the art will readily recognize, in accordance with the teachings of the present invention, that any of the foregoing steps and/or system modules may be suitably replaced, reordered, removed and additional steps and/or system modules may be inserted depending upon the needs of the particular application, and that the systems of the foregoing embodiments may be implemented using any of a wide variety of suitable processes and system modules, and is not limited to any particular computer hardware, software, middleware, firmware, microcode and the like. For any method steps described in the present application that can be carried out on a computing machine, a typical computer system can, when appropriately configured or designed, serve as a computer system in which those aspects of the invention may be embodied.

It will be further apparent to those skilled in the art that at least a portion of the novel method steps and/or system components of the present invention may be practiced and/or located in location(s) possibly outside the jurisdiction of the United States of America (USA), whereby it will be accordingly readily recognized that at least a subset of the novel method steps and/or system components in the foregoing embodiments must be practiced within the jurisdiction of the USA for the benefit of an entity therein or to achieve an object of the present invention. Thus, some alternate embodiments of the present invention may be configured to comprise a smaller subset of the foregoing novel means for and/or steps described that the applications designer will selectively decide, depending upon the practical considerations of the particular implementation, to carry out and/or locate within the jurisdiction of the USA. For any claims construction of the following claims that are construed under 35 USC §112 (6) it is intended that the corresponding means for and/or steps for carrying out the claimed function also include those embodiments, and equivalents, as contemplated above that implement at least some novel aspects and objects of the present invention in the jurisdiction of the USA. For example, without limitation, remote users, remote servers and their actions may be performed and/or located outside of the jurisdiction of the USA while the remaining method steps and/or system components of the forgoing embodiments are typically required to be located/performed in the US for practical considerations.

Having fully described at least one embodiment of the present invention, other equivalent or alternative methods of providing a multiple player interactive entertainment attraction that combines the richness and wide reach of an online computer or video game with physical robotic or radio controlled toys according to the present invention will be apparent to those skilled in the art. The invention has been described above by way of illustration, and the specific embodiments disclosed are not intended to limit the invention to the particular forms disclosed. For example, the particular implementation of the toys may vary depending upon the particular type of arena used. The toys described in the foregoing were directed to implementations designed as robots with motorized bases with wheels; however, similar techniques are to provide toys of various other designs such as, but not limited to, vehicles, vehicles with tank style treads, walking robots, boats, etc. Implementations of the present invention with various different toy designs are contemplated as within the scope of the present invention. The invention is thus to cover all modifications, equivalents, and alternatives falling within the spirit and scope of the foregoing disclosure. 

1. A system for a controlled toy to interact with a computer game, the system comprising: first means comprising an unique identity for controlled moving within a first predefined space comprising at least one predefined location; first means for controlling movements of said first moving means; first means for storing said unique identity and a registration of said first moving means with a first player of the computer game; first means for executing the computer game and recording events of said first moving means; and first means for detecting said unique identity, wherein an arrival of said first moving means at said predefined location enables said first detecting means to communicate said unique identity and said arrival to said first executing means for recording as an event.
 2. The system as recited in claim 1, further comprising: means for detecting said unique identity of said first moving means for enabling said first executing means to verify said registration of said first moving means.
 3. The system as recited in claim 1, further comprising: means for connecting said first executing means to a network; and means for serving the computer game, storing said unique identity and said registration, and maintaining said first storing means.
 4. The system as recited in claim 3, further comprising: means for scanning a moving means to obtain an unique identity; and means for enabling a user to register said unique identity with a player.
 5. The system as recited in claim 3, further comprising: second means comprising an unique identity for controlled moving within a second predefined space comprising at least one predefined location; second means for controlling movements of said second moving means; second means for storing said unique identity and a registration of said second moving means with a second player of the computer game; second means for executing the computer game and recording events of said second moving means; second means for detecting said unique identity, wherein an arrival of said second moving means at said predefined location enables said second detecting means to communicate said unique identity and said arrival to said second executing means for recording as an event; and means for connecting said second executing means to said network, wherein said first executing means and said second executing means are enabled to substantially execute the computer game simultaneously and said first player and said second player are enabled to compete against each other.
 6. A system for a controlled toy to interact with a computer game, the system comprising: a first toy comprising an unique identity and configurable for controlled movement within a first predefined space comprising at least one predefined location; a first controller for controlling movements said first toy; a first database for storing said unique identity and a registration of said first toy with a first player of the computer game; a first computing device for executing the computer game, wherein said first computing device controls parameters within said first predefined space, instructs said first controller to move said first toy and records at least one event of said first toy moving in said first predefined space; and at least one first sensor for detecting said unique identity, wherein an arrival of said first toy at said at least one predefined location in said first predefined space enables said at least one first sensor to detect said unique identity and communicate said unique identity and said arrival to said first computing device for recording as an event.
 7. The system as recited in claim 6, further comprising: a first entrance scanner for detecting said unique identity of said first toy for enabling said first computing device to verify said registration of said first toy.
 8. The system as recited in claim 6, further comprising: a first connection between said first computing device and a network configurable for supporting a plurality of computing devices; and a remote server connected to said network for serving the computer game to at least said first computing device and for storing at least said unique identity and said registration in a main database, wherein said remote server communicates with said first computing device for maintaining said first database and said main database.
 9. The system as recited in claim 8, further comprising: a registration scanner for scanning a toy to obtain an unique identity; and a registration terminal for enabling a user to register said unique identity with a player wishing to play the computer game, wherein registration information is communicated to said remote server.
 10. The system as recited in claim 8, further comprising: a second toy comprising an unique identity and configurable for controlled movement within a second predefined space comprising at least one predefined location; a second controller for controlling movements said second toy; a second database for storing said unique identity and a registration of said second toy with a second player of the computer game; a second computing device for executing the computer game, wherein said second computing device controls parameters within said second predefined space, instructs said second controller to move said second toy and records at least one event of said second toy moving in said second predefined space; at least one second sensor for detecting said unique identity, wherein an arrival of said second toy at said at least one predefined location in said second predefined space enables said at least one second sensor to detect said unique identity and communicate said unique identity and said arrival to said second computing device for recording as an event; and a second connection between said second computing device and said network enabling said remote server to serve the computer game to said second computing device and maintain said second database and said main database, wherein said first computing device and said second computing device are enabled to substantially execute the computer game simultaneously and said first player and said second player are enabled to compete against each other.
 11. The system as recited in claim 10, wherein said first controller or said second controller is a robotic controller.
 12. The system as recited in claim 10, wherein said first controller or said second controller is a remote controller.
 13. The system as recited in claim 6, wherein said unique identity comprises an electronically readable code.
 14. An apparatus for a controlled interaction with a computer game being executed on a computer device, the apparatus comprising: a motorized base for movement about a predefined space; a unique identity joined to said motorized base for identifying the apparatus and a game player to the computer device for enabling the computer device to verify a registration of the apparatus; a control module for controlling movement of the apparatus in said predefined space; and an upper portion joined to said motorized base for visually distinguishing the apparatus.
 15. The apparatus as recited in claim 14, wherein said control module comprises autonomous robotic control routines.
 16. The apparatus as recited in claim 14, wherein said control module comprises a receiver for wireless radio frequency control of the apparatus.
 17. The apparatus as recited in claim 14, wherein said control module comprises an optical receiver for wireless optical control of the apparatus.
 18. The apparatus as recited in claim 14, wherein said control module comprises a communication protocol for communicating with the computer device.
 19. The apparatus as recited in claim 14, further comprising at least one camera for transmitting images during the computer game.
 20. The apparatus as recited in claim 14, wherein said unique identity is an electronically readable code. 